Table of Contents

MA Caelum, Reign of the Seraphim

Lore

Caelum is a magocracy of winged humanoids who inhabit the highest mountain peaks. In ancient times, there were three Caelian clans led by semi-divine beings known as Yazatas. The Raptor clan was accepted by the Yazatas even though they were held responsible for the corruption of Catharsis. When the Harab Seraphs of the Raptor clan began to study dark magic once more, the purifying flames were tainted and Catharsis became Anthrax, King of Banefires. As a result many of the Seraphines died from a wasting disease and their sacred task was abandoned. The Harab Seraphs were condemned and civil war broke out. The Raptor Clan was banished and scattered across the world. The last of the Eagle Kings disappeared and were replaced by the High Seraphs of the Airya clan. The Seraphs are administrators, judges and temporal leaders of Caelum. They are masters of Air magic and craft the magical ice that Caelians use instead of regular metal. The ice tempers with lower temperatures and the heavy ice armor is more durable in cold climates than in warmer ones. All weapons crafted from the ice are magical and capable of harming magical beings. The Airyas live in the coldest mountain peaks and are unaffected by low temperatures. They are thin and light. Spire Horn Caelians are less resistant to cold but have partial resistance to lightning. Since the fall of the Harab Seraphs more of them have turned to martial occupations. The Caelians are skilled archers and prefer hit-and-run tactics, even though they do have some heavy troops, such as huge Mammoths.

Caelum was originally a purely fictional nation of winged humanoids living atop the coldest mountain
peaks. Later development has gifted them with Zoroastrian traits. In a Dominions 4 patch, the nation’s
backstory was remade and more Zoroastrian traits, summons, and spells were added to the nation. The
backstory of a primordial was between Daevas and Yazatas along with concepts of the pollution of the
sacred flame merged with earlier ideas of Catharsis/Anthrax. We also added some new guardian spirit
mechanics based on Zoroastrian concepts of the soul.

General Overview

Middle-Age Caelum is the original flying nation. All of your units can fly, except for your capital-only troops and your woolly mammoths. Your Spire Horn troops can even fly through storms. On the other hand, their wings make your formations less-dense than those of most nations of guys with their stats.

Your sacreds are capital-only, relatively-fragile, and unable to fly. They're still stronger than your other troop lineup, however.

You can recruit lots of cheap mages that each serve an important purpose other than research, but you're also able to recruit your best mages from any of your frozen forts. The unique Ice Citadel at the capital makes Caelum one of the few nations in this age with 3 commander points, making it easier to amass mages from turn one.

National Features

Race Military Magic Access Priests Buildings
Prefers Cold 3
Flying
Size 3 w/ Wings
+1 PRE & -1 DEF vs. Humans
Airya Caelians:
Cold Resistance 15
-1 HP & STR vs. Humans
+2 MR vs. Humans
Spire Horn Caelians:
Cold Resistance 5
Shock Resistance 5
Storm Immunity
+1 MR vs. Humans
Magic Gear
For teh Airya! Ice Protection
Tramplers
Flying Infantry
Archers
Some Wingless
(Infantry & Archers)
( Some Sacred)
air 33 (uncommon 4, rare 5)
water 22 (uncommon 3, rare 4)
astral 11 (uncommon, rare 2)
death 11 (uncommon, rare 2)
fire 11 (20%)
Heroes: death 22
Weak (holy 11)
Flying
Stealthy
Hero: holy 22

Guardian spirits: Priests have a (10% * holy level + 1% * friendly candles in province; negative if hostile) chance of summoning a free Fravashi in battle.

National summons like the Ancestral Fravashi are spirits themselves, and thus lack guardian spirits.
Ice Citadel
- Starting fort
- Melts in Heat
- Up to 3 commander points
- Administration value affect by temperature
Ice Castles
- Melts in Heat
- Builds in only 4 months
- Up to 2 Commander Points
- Administration value affected by temperature


Your Dominion spreads Cold Scales to adjacent provinces, by the way. The chance is around 20% (FIXME).

Capital Special Sites

Citadel of Frozen Crystal

Enables recruitment of


Blizzard Warrior


Temple Guard


Produces 3airgem2watergem per turn

Raven's Vale

Enables recruitment of

Wingless

Notable Units


High Seraph
The star of Caelum's roster. These poweful members of the magocracy will lead your armies and your god to victory. Since they are so high up on the magocracy they have to time to study other paths of magic therefore have the most diversity of all your mages.


Ice Crafter
The newcomers of the magocracy. While not as proficient in water magic as the High Seraphs, their knowledge of ice-crafting is unique and highly prized. While not serving the magocracy they create help create additional resources turning high-pop low-resource provinces into industrial juggernauts.


Blizzard Warrior
A shadow of their former winged glory that can no longer keep up with their winged brethren on the move. Nevertheless, these sacred heralds of frost are still threat on the battlefield with their magical ice bows. Those who are not accustomed to the snow will suffer with each volley.


Iceclad
The mighty protectors of Caelum lands, donned in ice cold armor that is comparable to Ulmish blacksteel. Just make sure they stay out of the heat so that their armor doesn't melt.


Temple Guard
Mindful that wings hinder them on the ground, Caelum's elite soldiers sacrifice their wings to become the one thing Caelum lacks - dedicated defenders. Highly-skilled sacred infantry - and better armoured than ever - the Temple Guard know Caelum has many weapons, but only one shield.

Commanders

Sprite Unit Name Special Attributes Comments
Caelian Scout
25
13
1
Stealthy (55)
Resist Cold (5)
Resist Shock (5)
Ice Protection (1)
flying
storm immunity
Supply Size (2)
Flying scout with ice gear. Not as useful as Seraphines, but cheaper and much, much faster than normal scouts.
Airya Noble
50
38
1
Resist Cold (15)
Ice Protection (2)
flying
Supply Size (2)
High precision (13). Wields ranged weapon spam like Bow of War
Storm General
70
36
1
Resist Cold (8)
Resist Shock (8)
Ice Protection (2)
flying
Supply Size (2)
Storm Immunity
Main Troop carrier. Useful for +1 morale to troops and sometimes line formations which make flying units walk at the start of combat, like a regular front line.
Seraphine
70
2
1
holy 11random020%
sacred
Resist Cold (15)
stealthy (65)
flying
Supply Size (2)
Prophet Shape (Seraphine)
Female
Sacred stealthy priests. Better than your actual scouts. Can help move troops around. Cheap in resources, especially for expansion parties. Has a 20% chance of getting fire 11, which breaks Caelum into fire magic.
Spire Horn Seraph
45
1
2
air 11 7
Resist Cold (5)
Resist Shock (5)
flying
storm immunity
Supply Size (2)
Cheap research mage. Best for crafting Owl Quills. Can be used to spam Phantasmal Warriors or more if someone casts Storm, allowing Summon Storm Power.

With the high precision of Spire Horns and their storm immunity, they are by far the most accurate Caelians for casting Lightning Bolt during storms.
Ice Crafter
45
3
2
water 11 7
Resist Cold (15)
Ice forging (4)
forge bonus (1)
flying
Supply Size (2)
Caelum's most useful cheap mage. Can provide max 12 Resources resources in 3 Cold scales cold provinces per mage.
Can craft Ice Sword, Ice Lance and Ice Helmet for 3watergem gems, or 1watergem with a Dwarven Hammer. Ice Aegis gets a discount to a minimum of 5watergem.

Water is easily boosted with Water Bracelets, and even without it they can spam Frozen Heart.
Caelian Seraph
125
2
2
air 22water 11 11
Resist Cold (15)
flying
Prophet Shape (High Seraph)
Supply Size (2)
Mid-line Battle-mage. Can cast Auspex for air sites. Typical combat spells include Lightning Bolt, Orb Lightning, Wind Guide, or Thunder Strike with Summon Storm Power.
High Seraph
255
3
4
air 33water 22random1100%
10%
17
Resist Cold (15)
Resist Shock (5)
flying
Prophet Shape (High Seraph)
Supply Size (2)
Powerful Battle-mage that can be recruited outside the capital. Has a 1/4 chance of getting air 44. Can also reliably get astral 11 or death 11 for magic diversity, but it is not enough to break into Caelum's national summons.

water 33 allows reasonable access to frost spells and fatigue plays. MA Caelum's ubiquitous cold resistance and normal 3 Cold scales dominion helps.

They can export cold beyond your dominion with Wolven Winter to help ice protected units. Powerful combat spells include Thunder Strike, Storm, Wrathful Skies, Phantasmal Army, and Grip of Winter.

Troops

Sprite Unit Name Special Attributes Comments
Spire Horn Militia
8
5
5
Resist Cold (5)
Resist Shock (5)
flying
Supply Size (2)
Pretty bad for combat duty, even early on. Die at an alarmingly rapid rate in battle. Unlike all other Spire Horn units, they have no storm immunity. Militia still has a role in cheap bodies for patrolling and sieges.
Spire Horn Archer
10
6
9
Resist Cold (5)
Resist Shock (5)
storm immunity
flying
Supply Size (2)
Cheap archer. Flying does not offer any particular advantages to archery in Dominions 5. Die extremely quick in melee.
Spire Horn Warrior
10
7
9
Resist Cold (5)
Resist Shock (5)
storm immunity
flying
Supply Size (2)
Early game expansion units. Flying lances give all-or-nothing outcomes as they hit critical mass, so test and err on the safe side. Fall off mid game due to weak stats, then reappear later as storm flyer and shock resist let them fight alongside lightning spam. 18 piercing damage on the charge can crack harder targets than you'd expect.
Airya Light Infantry
10
11
9
Resist Cold (15)
Ice Protection (1)
flying
Supply Size (2)
Could make up the bulk of your army in cold dominion, since they're decent units and fairly priced.
Airya Infantry
10
16
9
Resist Cold (15)
Ice Protection (1)
flying
Supply Size (2)
Iceclad
15
40
21
Resist Cold (15)
Ice Protection (2)
flying
Supply Size (2)
Really good alternative to the lighter infantry but vastly more expensive. Easily worth the gold once you have enough resources. Unreliable in Heat, but in Cold 3 you get an Ulm-tier 23 prot.
Storm Guard
15
31
21
Resist Cold (8)
Resist Shock (8)
Ice Protection (2)
Storm Immunity
flying
Supply Size (2)
Flying heavy infantry. Can be really useful. Less protection than Iceclad, but they have more strength and can fly in storms.
Mammoth
120
20
30
Resist Cold (15)
animal
trample
snow-move
Excellent early game expansion units, as they'll rip through indies. Expensive in gold and low magic resistance.
Wingless
10
11
9
Capital Only
snow-move
If you're going to have a non-flying batallion of units these are your guys. Can absorb a frontline charge without immediately dying and do a good deal of damage. Have these guys run up first with the mammoths, and flying units holding then attacking.
Temple Guard
20
42
23
Capital Only
Sacred
Resist Cold (15)
Ice Protection (2)
bodyguard(1)
snow-move
Non-flying bodyguards. They're sacred, so they're your front line bless-able units and can take and also deal a good deal of damage. Mixing them in with Wingless helps at forming a bigger front line. Alternately, high dominion (7+) coupled with Ice Crafters can make Temple Guard armies more feasible.
Blizzard Warrior
20
13
23
Capital Only
Sacred
Resist Cold (15)
Ice Protection (1)
snow-move
Situationally useful sacred archers with limited mobility. Can fatigue out titans or elites without significant cold resistance, regardless of size or armour. Flaming Arrows does not work on their frost bows. The Flaming Weapons bless, however, works, as does any other weapon bless.

Heroes

Sprite Unit Name Magic Special Attributes Comments
Caelos - Sacred One holy 11 Sacred
snow-move
Resist Cold (15)
Ice Protection (2)
Not a particularly useful as Caelum's national commanders have greater mobility. Caelos may find some use defending the home front with a less mobile, harder hitting, army to relieve forts under siege.
"Caelos is the Commander of the Temple Guard. He gave up his wings after losing his Iceclads in a battle against infidels. The event ignited his religious fervor and he has since fought harder and braver than any of the Storm Generals against the enemies of the faith. He was recently promoted to the status of commander. His fanaticism has given him priestly training otherwise restricted to women. Caelos combines Sacred and Good Leadership, but cannot fly."
Zaelinys - Harab Seraphine death 22holy 22 9 Sacred
Flying
Stealthy (40)
Resist Cold (15)
This is what allows Caelum to break into death magic. If you are lucky, you can definitely use her the death national summons
"Zaelinys is one of the few descendants of the Harab Seraphs remaining in Caelum. Her ancestors aided the High Seraphs against the Raptor Rebellion and have served the Seraphs with their dark magic. Zaelinys has learned the dark arts of her family, but has also trained in the temple as a Seraphine."

Magic

Magic Access

Fire
One of MA Caelum's weakest magic paths. Realistically the Seraphine has the highest path at fire 11 (very uncommon). However if you do get lucky and get some fire magic sites it only takes 30firegem to get fire 22. However doing this will definitely deplete your fire gem reserves. The only way to get higher fire magic is to Call Celestial Yazad, Call Amesha Spenta, Call Yata, and Call Greater Daeva.

Air
The High Seraphs have the potential to get air 55 (very rare). Having air 44 or air 55 is really still really good. If you still want to boost your air magic without empowering you have two non-relic options, both of which are extremely expensive. The Winged Helmet for 25airgem and the Bag of Winds for 40airgem, both at Constr4, for the total cost of 65airgem. Therefore the highest non-combat air mage you can have, without relics, is an air 77.

Water
The High Seraph have the potential to get water 44 (very rare). Again having a water 33 is still very good but it doesn't hurt to have a water 44. If you still want to boost, you have two non-relic options which is not as expensive as air magic. Robe of the Sea for 15watergem at Constr4 and Water Bracelet for 5watergem at Constr6, both of which can reduced by least 1 thanks to Ice Crafters. Therefore the highest non-combat water mage you can have, without relics, is water 66.

Astral
Yet another one of MA Caelum's weakest paths. Only the High Seraph has a chance to be recruited with astral 22. You can have in craft a Starshine Skullcap for 10astralpearl to get astral 33. The only way to get higher astral magic is to cast Call Celestial Yazad, Call Amesha Spenta, Call Yata, and Call Greater Daeva.

Death
Another one of MA Caelum's weakest paths. Again the High Seraph is the only unit that has a chance of being recruited with death 22. With a Skull Staff for 10deathgem you can bump that up to a death 33. However death magic is arguably easier to get magic paths via empowerment since you have access too Raven Feast if you are having difficulty finding death sites. The only way to get higher death magic is to Call Yata and Call Greater Daeva, or with generic summons like Hidden in Snow and Streams from Hades.

National Spells

Astral spells

Death spells

Nature spells

More Details in Caelum-Line Summons

Notable Generic Magic

Discuss the top few generic spells that most increase a nation's combat power or synergize with national strategies. These will generally be early-to-mid game spells since individual spells matter much more during those periods of the game. Some examples are Foul Vapors for MA C'tis, Horde of Skeletons + Sabbath Master/Sabbath Slave for the Niefelheim line of nations, Mother Oak for the Pangaeas, Wailing Winds access, etc. For broader advice on magic use, link to Not-Lola's Basic Magic Use Guide.

This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.

Water

Magic Items

National Discount Items

Note: All of the following items will have a further discount of 1 more watergem with an Ice Crafter. The cheaper items can even go all the way to the minimum price of 1 gem with a Dwarven Hammer.

Items to look out for

Strategy

Power Curve

This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.

Expansion Strategies

List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.

Example Pretender Builds

List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.

Demilich
A perfectly balanced god that allows Caelum to summon most of their national summons. astral 22 gives you Starshine Skullcap, astral 22earth 22 gives Crystal Coin, fire 11death 11 gives Skull of Fire. Since the demilich is immortal, you don't have to worry about calling your god back. Also, the demilich can cast Teleport to help break enemy positions. Finally, with scales, your armies will drown the enemy in birdmen all the while having multiple forts recruiting High Seraphs to decimate any resistance.

Chassis: Imprisoned Demilich
Paths: fire 11earth 22astral 33death 44
Bless: Withering Weapons Scales: Dominion strength6Order3Productivity3Cold3Growth3Luck2Magic1

Yazad King
Every strength has a cost; an advantage often incurs a weakness. This Yazad King has scales optimised for MA Caelum's armoured troops; the Storm Guard, Iceclad and Temple Guard. They will be fewer, but they will be resilient. The Yazad's high dominion allows robust sacred recruitment and icy influence - good for ice-crafted armour. His 'Wind Walker' bless speeds both the fast, versatile Seraphine, and earth-bound Temple Guard. High defence skill complements the Guard's parry with their sturdy Ice Aegis. Every strength has cost, and this Yazad King forgoes magic diversity. He could sleep long to master great magics, but that would mean abandoning his children. — Murderous Titanium Puffin, The 2022/05/26 03:24

Chassis: Dormant Yazad King
Paths: air 55water 66astral 22
Bless: Wind Walker, Defence Skill (x2) Scales: Dominion strength7Turmoil2Productivity2Cold3Growth2Luck0Magic0

See More

The Mammoth Introduction to Middle Age Caelum by The Murderous Titanium Puffin (2022)